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Grimwar/Entities/env particle

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All entities

Place a particle or VFX effect, with optional scripted playback.

Placement: Point.

Set it up

Select an effect prefab and use Effect Scale to resize this placement. An unreferenced ambient effect can run without a network entity. A VSig reference enables scripted control automatically; enable Scripted for external control. Scripted effects need authored play/stop bindings, and trigger needs a burst binding. A decorative effect without those bindings cannot be made controllable just by naming it in a script. Server play, stop, and restart update sustained playback; trigger sends a one-shot burst and does not change that state.

Settings

These are the initial authoring values. Script inputs and runtime state are listed separately below.

Setting Default Meaning and choices
effect
Effect
None Choose a particle or VFX prefab. Use Effect scale to resize this placement. Reference: prefab.
effect_scale
Effect scale
[1, 1, 1] XYZ size multiplier relative to the effect prefab; 1 preserves its native size. Minimum: 0.001. Maximum: 1000.
start_on
Start On
true Value type: bool.
scripted
Scripted
false Enable external control. VSig references enable this automatically; unreferenced effects use no network entity.
ignore_nav_mesh
Ignore Nav Mesh
true Exclude this entity from navigation-mesh building. This does not disable its gameplay collision.

VSig contract

Use the names below with a ref bound to this entity. The value column describes the catalog value type, not a C# method signature. See Read the reference for arguments, authority, and common controls.

Kind Member Value Authority / access
Input kill none Server
Input play string Server
Input restart string Server
Input stop string Server
Input trigger string Server
Output killed none Server